Gym [DARK] Leader Korski vs Challenger MrcRanger97

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#1
It's quiet out here...too quiet. Must be this crazily epic arena that was the entire reason I became a gym ref or something. Anyways, is Ranger brave enough to enter the enfolding night, and attempt to muscle his way through these bajillion-move monsters? Only time (and some reffing) will tell!

Rules:
4vs4 ??? Battle (see OP for details and Arena info)
Arena: Primrose Woods
3-day DQ
Infinite Recoveries / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A
Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

Gym Leader Korski's Team!


Sableye Evol (F)

Type: Dark/Ghost
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Keen Eye, Stall, Prankster
  • Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
  • Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
  • Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)

Size Class: 1
Weight Class: 2
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks (69):

Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Punishment
Shadow Claw
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look

Feint
Metal Burst
Moonlight
Recover
Sucker Punch
Trick

Counter
Double-edge
DynamicPunch
Endure
Fire Punch
Gravity
Ice Punch
Icy Wind
Low Kick
Metronome
Mimic
Pain Split
Role Play
Seismic Toss
Spite
ThunderPunch

Focus Punch
Water Pulse
Toxic
Hidden Power [Grass]
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Dig
Psychic
Brick Break
Double Team
Shock Wave
Aerial Ace
Torment
Facade
Rest
Attract
Snatch
Low Sweep
Incinerate
Will-o-Wisp
Embargo
Payback
Dark Pulse
Sleep Talk
Poison Jab
Substitute
Snarl

Zoroark Rebonita (F)

Type: Dark
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Illusion
  • Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Nature: Timid (+15% Spe, +17% Accuracy, -1 Atk)

Stats:

HP: 90
Atk: Rank 3 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)

Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC:: 0

Attacks (44):

U-turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Night Slash
Torment
Agility
Embargo
Punishment
Nasty Plot
Imprison
Night Daze

Counter
Dark Pulse
Detect
Extrasensory
Memento
Snatch
Sucker Punch

Calm Mind
Roar
Toxic
Hidden Power [Ice]
Sunny Day
Hyper Beam
Protect
Dig
Double Team
Flamethrower
Aerial Ace
Attract
Thief
Low Sweep
Focus Blast
Payback
Grass Knot
Substitute


Honchkrow Big Brass (M)

Type: Dark/Flying
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Insomnia, Super Luck, Moxie
  • Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
  • Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
  • Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks (52):

Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Faint Attack
Nasty Plot
Mean Look
Foul Play
Tailwind
Sucker Punch
Night Slash
Quash
Dark Pulse

Brave Bird
Confuse Ray
Drill Peck
Featherdance
Mirror Move
Quick Attack
Perish Song
Psycho Shift
Roost
Sky Attack
Whirlwind

Endure
Heat Wave
Icy Wind
Sleep Talk
Superpower

Toxic
Hidden Power [Ground]
Sunny Day
Hyper Beam
Protect
Psychic
Double Team
Torment
Facade
Steel Wing
Detect
Rest
Snatch
Payback
Giga Impact
Thunder Wave
Pluck
Substitute
Fly

Scrafty Ichabod (M)

Type: Dark/Fighting
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Shed Skin, Moxie, Intimidate
  • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
  • Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58

Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks (40):

Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Focus Punch
Head Smash

Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Dragon Claw
Roar
Toxic
Bulk Up
Taunt
Protect
Dig
Double Team
Torment
Rest
Low Sweep
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Substitute

Skuntank Polecat (M)

Type: Poison/Dark
  • Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Stench, Aftermath, Keen Eye
  • Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
  • Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
  • Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 73 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks (44):

Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Feint
Slash
Toxic
Acid Spray
Flamethrower
Night Slash
Memento
Explosion

Crunch
Double-edge
Haze
Iron Tail

Sucker Punch

Roar
Venoshock
Hidden Power [Grass]
Sunny Day
Taunt
Protect
Dig
Double Team
Sludge Bomb
Fire Blast
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Incinerate
Payback
Giga Impact
Sleep Talk
Poison Jab
Substitute
Defog
Rock Smash

Colossoil Sucker (M)

Type: Dark/Ground
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound, Guts, Pressure
  • Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
  • Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
  • Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Nature: Jolly (+15% Speed, +14% Accuracy, -1 SpA)

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)

Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Attacks (58):

Leer
Tackle
Peck
Mud Shot
Horn Attack
Bite
Bubblebeam
Rapid Spin
Mud Bomb
Magnitude
Pursuit
Body Slam
Bounce
Stockpile
Swallow
Spit Up
Horn Drill
Crunch
Megahorn

Aqua Tail
Encore
Fake Out
Fissure
Flail
Sucker Punch
Water Spout

Dive
Knock Off
Superpower

Roar
Toxic
Taunt
Protect
Knock Down
Earthquake
Dig
Brick Break
Double Team
Sandstorm
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Quash
Embargo
Payback
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Sleep Talk
Dragon Tail
Poison Jab
U-turn
Substitute

Hydreigon* Turvy (F)

Type: Dark/Dragon
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Levitate
  • Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)

Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0

Attacks (47):

Tackle*
Double Hit
Tri Attack
Dragon Rage*
Focus Energy*
Bite*
Headbutt*
Dragonbreath*
Roar*
Crunch*
Dragon Pulse
Work Up*
Dragon Rush
Scary Face
Hyper Voice
Outrage

Dark Pulse*
Earth Power*
Head Smash
Screech*
Thunder Fang

Draco Meteor

Toxic
Hidden Power [Grass]
Sunny Day
Taunt*
Protect
Rain Dance
Earthquake
Double Team
Reflect
Flamethrower
Fire Blast
Torment
Focus Blast
Charge Beam
Incinerate
Acrobatics
Stone Edge
Thunder Wave*
Bulldoze
Rock Slide
Dragon Tail
U-turn
Substitute
Fly
Surf

Sharpedo Vanity (F)

Type: Water/Dark
  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Rough Skin, Speed Boost
  • Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
  • Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Nature: Mild (+1 SpA, -1 SpD)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95

Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks (48):

Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
Aqua Jet
Taunt
Agility
Skull Bash
Night Slash

Brine
Double-edge
Hydro Pump

Bounce
Endure
Icy Wind
Mud-Slap
Spite
Super Fang
Zen Headbutt

Roar
Toxic
Hidden Power [Fire]
Ice Beam
Blizzard
Protect
Rain Dance
Earthquake
Double Team
Rock Tomb
Torment
Facade
Scald
Payback
Giga Impact
Avalanche
Bulldoze
Dark Pulse
Poison Jab
Substitute
Surf
Waterfall
Whirlpool
Dive


Challenger MrcRanger97's Team!


Cyclohm (Aires) (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Attacks:

Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off

Heal Bell*
Hydro Pump*
Shock Wave*

Thunder*
Protect*
Hyper Beam*

Magnet Rise



Lucario [Libra] (M)
Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW LOCKED): Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90*1.15=103.5=104)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 2/5

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse

Detect*
Iron Defense*
Sky Uppercut*

Bulk Up*
Brick Break*
Shadow Claw*
Substitute



Kitsunoh (Envy) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks

Scratch
Iron Defense
Tail Whip
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Metal Burst
Copycat
Imprison.
Fake Out
Perish Song
Shadow Claw
Shadowstrike
Iron Head

Yawn
Meteor Mash
Metal Sound

Protect
Dig
Substitute
Earthquake
U-turn
Torment
Rock Slide

Will-o-Wisp
Pain Split



Revenahnk (Hoenhiem) (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW Locked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 2/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Hammer Arm
Moonlight

Destiny Bond
Drain Punch
Counter
Wide Guard

Shadow Ball
Earthquake
Brick Break


Roleplay:

The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

GYM BATTLE

Rules:

4vs4 ??? Battle
3-day DQ
Infinite Recovers / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A
Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

Arena:

Primrose Woods

Field Type: Dark
Complexity: Intense
Format: ???
Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, Trapping moves (Whirlpool, Sand Tomb, etc.), and Phazing moves (Whirlwind, Circle Throw, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon does not directly battle.

Description:

Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the battle format can be any of singles, doubles, or triples and can change each Round, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

The Gym Leader's team for any given match will consist of Sableye and Zoroark and any two of the GL's other six Dark-type Pokemon. The Challenger will not know which two, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle, but after the Challenger posts his/her team, the GL will PM the referee his choices for the two secret team members to complete his team of four. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out.

ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

The Challenger's team will consist of whichever four (4) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-4 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), positions #1 and 2 (doubles), or positions #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

In terms of posting, the battle will look like this:

1. OP (Referee): Introduction Prose, Arena info, Rules, Gym Leader's Team (of 8), Challenger's team (of 4)
2. Challenger: Challenger positions team #1-4
3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
4. Challenger: Actions
5. Gym Leader: Actions
6. Referee: Referee post, Gym Leader's Pokemon flee
7. Challenger (required): Decides whether or not to reposition team members
8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
9. Gym Leader: Actions
10. Challenger: Actions
11. Referee: Referee post, Gym Leader's Pokemon flee
12. Challenger (required): Decides whether or not to reposition team members

Repeat steps 3-12 until there is a winner.


Order of Operation is found inside the arena description, so MrcRanger97 give me the order of your Pokemon (and their items!)!
 
#6
SO MANY MOVES!!!!
Ugh...
Discharge--> Shock Wave--> Discharge
If he uses.... So many options to sub against, and i cant think atm... :P
This will wind up badly, but it will be fun!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#7
Fortunately for you Evol isn't a hard hitter. Use your finesse, Evol!

Will-o-Wisp~Toxic~Pain Split [Stall this Action]
 
#8
The wind slowly blows through the tall trees, their shadows long and haunting due to the moonlight. MrcRanger97 cautiously releases the brightly glowing Aires to lead the way, hoping his electric heads will eliminate the darkness. This plan seems futile, as the many flowers in the Primrose woods seem to suck up all light, and the glowing electric-type seems to have no effect on the forest.

Without warning, Evol the Sableye jumps down from the canopy, and wicked grin across her face. She cackles evilly, sending a burning Will-o-wisp to strike the dragon. Aires jumps in surprise, sending out a sudden Discharge of electricity. The sudden flash of light is blinding in the pure darkness, but Evol sends out a glob of Toxic goop, and Aire's health is rapidly deteriorating. The dragon continues to panic, sending out a Shock Wave that zooms straight for his foe. Finally turning around and finding Evol hanging from a branch, Cyclohm launches another Discharge of energy, trying to power through the Sableye's tricks. Evol fails to wipe that maddening grin off of her face, and just Splits all of the Pain the Cylcohm had inflicted in the ambush.

Evol suddenly leaps back into the canopy of the tree, the dark shadows covering her escape, and MrcRanger97 must think quickly on how to avoid these ambushes.


Evol
HP: 79
EN: 62


Aires
HP: 77
EN: 87
Toxic (2 DPA), Burned

Evol=Will-o-wisp (7 EN)
Aires=Discharge (5 EN) [14 Damage]
-2 HP Aires (Burn)

Evol=Toxic (7 EN)
Aires=Shock Wave (3 EN) [12 Damage]
-3 HP Aires (Toxic + Burn)

Aires=Discharge (5 EN) [14 Damage]
Evol=Pain Split (24 EN) [25 Heal, 25 Damage]
-3 HP Aires (Toxic + Burn)


1. Ranger reorders his mons, if he wants.
2. I RNG stuff
3. Korski actions
4. Ranger actions
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#12
Earthquake~Dig~Earthquake
IF Counter is ordered, THEN use Substitute [15] on that Action the first time and Chill all other times.
IF a damaging Fighting-type Combo of 0 or less priority is ordered on A1 or A2, THEN use Dig [Suspend] to evade and attack with Dig the following Action.
 
#15
OK, i want my mons for something else, and they are nowhere near prepared to face a leader like Korski. (I am wondering why I didnt realize this before XD)
Therefore I would like to resign from my challenge, as Leethoof hasnt reffed in a while and I would reaalllly like my mons free.
 
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